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Is it midrange? Burn/control? Aggro? Even I don't know!
This deck has been viewed 883 times.
NOTE: Set by owner when deck was made.
Dropped 2 Melek, Izzet Paragon & 2 Metallurgic Summonings. Replaced with 4 Remand.
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Dropped a Supplant Form and added a 4th Bedlam Reveler.Dropped 2 Temple of Epiphany and added an Island & Mountain.
Debating making room for Sin Prodder. Need thorough testing first.
Dropped 4 Shivan Reef and added 4 Mountain.Dropped 3 Supplant Form & 2 Saheeli's Artistry and added 1 Searing Wind, 2 Sin Prodder, and 2 Cyclonic Riff.
Replaced 2 Searing Wind with Kozilek's Return and then did 3 matches vs Mardu midrange, GW Heroic, and finally Rakdos aggro.ResultsMardu: 2-0-0Heroic: 2-1-0Rakdos: 1-2-0The deck performed phenomenally well vs the first two decks, with it's only loss due to a three turn mana pocket in the second game of the match. Aside from that, it holds its own very well. Vs Rakdos it faced its toughest challenge in aggro coupled with board control. While the win it got was a complete upset, the third match found the deck with no answers and no draw to save it. Rakdos fired off four creature kill spells over three turns while swinging with two unleashed Rakdos Cacklers. On top of that it got out Mogis, God of Slaughter and kept the pressure on hard. It was completely outclassed.Sin Prodder was easily the best upgrade to the deck because while I did lose a few lands that I ended up not needing, it virtually guarantees that I always get my Bedlam Revelers, Elder Deep-Fiends, and Torrential Gearhulks in hand. Izzet Charms proved their worth many times over, and Remand shifted the tempo in my favor every time I cast it. Overall, the deck handles beautifully.Having now seen what the deck is truly capable of doing in an actual play setting, I can now make several small adjustments and start working on the sideboard.
Testing out Dack Fayden in place of the gearhulks. I don't get to cast the hulks often and the free looting will be helpful. Pls if I do manager to hit his ultimate, it can turn a game in my favor easily
Probably going to swap young pyromancer for izzet chemister from commander 2017. He feels like a good swap. Will test it later
Also going to try 6 fetchlands out to help filter out lands so I don't hit them with Sin Prodder.
Dack Fayden is the only one stopping this from being Modern legal. Can't think of any good replacements off the top of my head. In my experience, Sin Prodder is very hit or miss. I've often revealed lands off it, lands I need to play what was in hand :/ But on the other hand, I've had opponent's take 6+ over a number of turns on the upkeep trigger alone. It's also a 3 power creature with Menace. I often refer to it as a red "Bob".You've got a lot of looting effects (Faithless Looting and Bedlam Reveler), but only one card that wants to be in the graveyard (Kozilek's Return) and one that takes advantage of a large graveyard (Bedlam Reveler). Even Sin Prodder fills the graveyard, especially when it reveals lands or low cost cards. If you want to go with the looting thing, I strongly suggest including more things that care for a large graveyard and / or want to be in the graveyard.
I've been thinking about stuff like delirium and even threshold honestly if I'm going to go legacy. I only just put dack in here so I could test him. If he feels right then I'll keep him. If not then I'll try a different sideboarded card in his place. As much of a double edged sword as he us, sin prodder is easily the best thing in the deck. Yeah losing a land hurts, but it's so funny when I reveal bedlam or elder because my opponent almost never wants to take that much damage, but they know that it's a big advantage if I get it. Once bedlam is out, it's only a matter of time before elder his, and if I can filter in one or both of my kozilek's return, then casting elder is basically a massive tempo win for me, combined with the tapping down he provides. Almost every match has been won by either bedlam swinging after a few prowess triggers or elder blowing up the field and tapping then down for a no resistance swing.
If you can somehow afford 6 mana, Combustible Gearhulk would be an interesting addition. In addition to being a 6/6 with first strike, it's ETB is similar to Sin Prodder's upkeep, except it's a once off 3 cards and the opponent chooses before the three are revealed. I've seen the Gearhulk's ETB kill people.
I actually was using torrential gearhulk and swapped it for dack. I was often discarding the hulk because I wasn't always getting the mana i needed to cast it.
Took Dack out and put in two Thermo-Alchemist. Should be a good improvement. Also going to try out Search for Azcanta
Looks pretty solid from an initial look. I love this type of mechanic, especially with the support that's been printed for it in recent sets. Search for Azcanta is perfect, it does whatever you need it to do. Bedlam reveler is right at home in this deck, as is sin prodder. I do however see a couple things that could be a problem. Firstly, you are sort of choked with 2 drop cards which is a problem for a deck that needs a turn 1 play and needs to be able to function on only 2 lands for a couple turns. This can not only be easily fixed but also lets you run the wonderful 1 drop blue tactical cards like opt, serum visions, sleight of hand, etc. I would go with opt as the instant speed gives you wonderful options with pyromancer and alchemist. Plus, 4 opts and 4 faithless looting basically guarantees you a turn 1 tactical play which puts this deck over the top. I would consider cutting down izzet charm as it gives you some advantage in the opening with its counter ability, but once both players are developed the counter ability is shut down, the 2 damage to a creature isn't as good as other options, and the draw and discard is already covered by faithless looting and its magnificent flashback abil. So, my thought is swap em out for 4 opts.I'm not a fan of 4 bedlam revelers in here, especially with only 20 lands and 4 search lands. I know they are gunna hopefully get cast for RR, but since you need 6 instants and sorceries in the grave to do it, it won't be playable until the middle game, meaning you don't want it in the opening hand. Cutting it to 3 will cut down on it choking up the opening hand and make room for another instant/sorcery that will help you cast the other 3. Plus, you never want 2 copies in your hand because playing 1 means losing the other, unlike an instant or sorcery you can cast before reveler to maximize your card advantage.I like the deep-fiend/kozilek's return combo, both as a card advantage generator and as a nuke with tempo (flash wins all day long). However, with only 2 copies of each I'm not seeing it being that relevant of a combo, and even if it connects you can't make it land without paying a chunk of mana (which this deck doesn't have) or by sacking a creature (which this deck can't really afford (token's don't have cmc to sac off)). Plus, kozilek's return nukes most of the advantage you generate with a lot of your cards (shuts down pyromancer and your token brigade, kills sin prodder). My advice would be to switch them out for 2 torrential gearhulks and 2 sweltering suns. Gearhulk is about the best win condition for control in the history of modern, and sweltering suns is an excellent fast nuke in here that you can cycle off if you don't need it. They both operate independently and work with the overall theme you've got going on. Plus, just picture torrential gearhulk flashing in to snap back electrolyze. 5/6 hits the field, possibly to block something, plus it can attack at end of turn, 2 damage to snipe something or drain opponent for 2, and draw a card. All for 1 gearhulk. I'm in love.Just my thoughts. The skeleton you've got going here is exactly what you want from a deck like this. I just see a couple possible improvements. Nice job.
So a few of the things you mentioned I did like and made a few adjustments. Big thing I do want to point out though about this deck. As counter intuitive as kozilek's return may seem in here, it has won me too many games during testing to not keep. I usually only get a single copy in the yard per game, and eldrazipus is usually cast for uu off a reveler that has filled my hand up a little. The deck basically flows like this:Step one: fill the yard with instant and sorcery spells (and hopefully a k's return) while pressuring the opponentStep two: get a bedlam reveler in play and keep your hand sorta fullStep three: wait for the opportune time to cast deep fiend, which nukes almost anything problematic when it triggers return in the yard. If only one goes off and I have another instant to cast alongside it, then any revelers I have out will survive it, and can then attack later on. If both returns go off, which has only happened once, then I just roll with it.I've tried using gearhulk before this, and the biggest issue I have is getting to six mana reliably. The deck overall runs low on cost, with reveler and deep fiend often being cast for just their colored mama alone. Even sin prodder is only in there to get a little extra pressure on while basically guaranteeing that I keep any reveler or deep fiend I hit with it. 8 damage in a deck that has lots of direct damage already is a big threat, and it also puts even more pressure on, because now the opponent has to wonder just what you're going to do next. Ironically, the example you gave of hulk flashing in to block and hitting electrolyze has actually happened, and was very useful. My biggest worry with this deck all comes down to not wanting to add much more in the way of land, because I have plenty of ways to get what I need already, even without fetchland. It's a delicate balance